net.minecraft.client.model

public class VexModel

extends EntityModel<VexRenderState> implements ArmedModel

All mapped superinterfaces:

ArmedModel

gij
net.minecraft.client.model.VexModel
net.minecraft.class_617
net.minecraft.unmapped.C_cfzbxjhf
net.minecraft.client.render.entity.model.VexEntityModel
net.minecraft.client.render.entity.model.VexEntityModel

Field summary

Modifier and TypeField
private final ModelPart
a
body
field_41117
f_dpgvulrt
body
body
private final ModelPart
b
rightArm
field_41118
f_vdbmkxdr
rightArm
rightArm
private final ModelPart
c
leftArm
field_41119
f_foruefsx
leftArm
leftArm
private final ModelPart
d
rightWing
field_3602
f_oxnmugmm
rightWing
rightWing
private final ModelPart
e
leftWing
field_3601
f_zdbamdjk
leftWing
leftWing
private final ModelPart
f
head
field_41711
f_mdcbxmvg
head
head

Constructor summary

ModifierConstructor
public (ModelPart arg0)

Method summary

Modifier and TypeMethod
public static LayerDefinition
a()
createBodyLayer()
method_32063()
m_trasljwt()
getTexturedModelData()
getTexturedModelData()
public void
a(hev arg0)
setupAnim(VexRenderState arg0)
method_17127(class_10078 arg0)
m_hlgijrfj(C_mrsjbktr arg0)
setAngles(VexEntityRenderState arg0)
setAngles(hev arg0)
private void
a(boolean arg0, boolean arg1, float arg2)
setArmsCharging(boolean arg0, boolean arg1, float arg2)
method_48293(boolean arg0, boolean arg1, float arg2)
m_kcoibevy(boolean arg0, boolean arg1, float arg2)
setChargingArmAngles(boolean arg0, boolean arg1, float arg2)
setArmsCharging(boolean arg0, boolean arg1, float rollModifier)
public void
a(bwx arg0, fjj arg1)
translateToHand(HumanoidArm arg0, PoseStack arg1)
method_2803(class_1306 arg0, class_4587 arg1)
m_fmlfevbe(C_njjnizsa arg0, C_cnszsxvd arg1)
setArmAngle(Arm arg0, MatrixStack arg1)
setArmAngle(Arm arg0, MatrixStack arg1)
private void
a(fjj arg0, boolean arg1)
offsetStackPosition(PoseStack arg0, boolean arg1)
method_47977(class_4587 arg0, boolean arg1)
m_zausqlvi(C_cnszsxvd arg0, boolean arg1)
translateForHand(MatrixStack matrices, boolean mainHand)
offsetStackPosition(MatrixStack matrices, boolean mainHand)